I would like to kindly suggest ZOS to go back to the early player content and questing in TESO levels 1 to 50. The reason I ask is that after level 50 the story simply feels like I've already been there. That takes the flavor out of replay value going beyond level 50.
I think a whole new set of zones levels 1 to 50 should be introduced as a questing alternative. That way it can be gauged which players enjoy what content, storylines, zones, dungeons, etc.
Part of the TES games was making a choice. What if players had the option to switch factions at any level they wanted. That might water down the content for the same zone, but it would be nice if a player had that ability and his/her choices made an impact on their storyline, possible changing it altogether.
This game needs two player quests with good incentive to complete them. Not just for dungeons. With one player having to do something completely different than the other player. For example, player A has to fight waves of cannon fodder so player B can complete another objective within proximity of player A. When hit, player B has to start the process all over again. Or, player A has to control a series of levers to help player B defeat an enemy(or enemies).
I also would like to see more delves, group instances and public dungeons for levels 1 to 50 and vets. I know its asking a lot, but, the game still feels more grindy like other MMOs.
These dungeons need good puzzles. The puzzles can be for additional 'stuff'. Without any 'hand holding'. Players online will just create a wiki for them anyway.
More group instances are a definite. Some players from other games, just ran 'dungeons' using an lfg tool and nothing else, and they had a lot of fun. Also a reward for using the lfg tool in game would be nice.
I would like to also see an incentive added for players helping one another in public dungeons. More gold, xp, title, achievement etc., Not just the boss fights either. Even unlocking another part of the public dungeon they are in.
Plus the debuffs are kinda weak and can easily be waited out. I think that poison should last a minimum of five minutes and lower crit. I think that disease should also last a minimum of five minutes. I would also like a new debuff called fever. Fever should last a minimum of five minutes, and make them vulnerable to heat and cold. These debuff increases will give everyone an reason to stock up on antidotes, cures and medicine. Plus alchemy will just be that more useful. Bleeds from enemies should last longer too.
Speaking of alchemy. How about some potions that can be thrown at enemies for different damage effects and debuffs? There are tons of debuffs and effects in game as it is.
I think there should be a 'hungry' debuff that lowers regen abilities. Enough to get your character to carry some food (nothing specific). But not enough to annoy players by them having to feed their character all the time(offline shouldn't count for those alt-aholics).
I like the action oriented game play very much, but I know more can be done. What if a player was simply grabbed by the leg by a larger monster npc and just tossed. Or a knockdown animation, where if you're knocked on your back and press the jump/arrow key to dodge/roll to safety before a major damage move is executed on the player. What about some simply parkour to escape or attack since enemies can block a quick exit? Or even hang off of a ledge?
Can we also get whips as a weapon and travel tool? It'll probably be the only weapon fashioned from the tailoring profession. That and I think swinging into/out of action will be just a lot of fun in game. Better than a silly hat.
I realize this is a tall list, but I'm hoping that you'll at least let the forum users and myself know that you are considering these ideas.
Please.... :-)